The Duo Francisco Fuhro and Thiago “Tesophus” Baptista founded Crystal Realms Entertainment on 2015.
On this page, you can learn more about Crystal Realms. Here you find the history and facts about the company, their team, and projects.
Thiago and Francisco met in 2011 while taking a course about design that lasted for three years. They soon realize a common interest in Video Games and started to use Construct 2 for prototyping.
Their first prototype together was a boss fight between a mage shooting magic balls and a Giant meatball with fangs and wings, called “Meat Angel”.
That prototype inspired them to develop a new idea, this time called Mage of The Colossus. The direction that the idea followed was about a game focused on history, passing in a medieval period where magic was starting to arouse and the humans would have to study and understand this new phenomenon in order to survive. On the same time, this new type of energy was also affecting animals and objects and thus making a new type of creature, called “Colossus”.
Using the knowledge they learn with construct 2, this new prototype seemed like a continuation of that first game. A “Boss Rush” game, with the main character being a mage using a red robe that can shoot energy balls and create magic shields using his staff, facing several Colossus, such as a Giant Bird named Horus, a Giant Mantis named Mantis, and a Rock Elemental name Afflite.
The Start of the Company
This was the moment Francisco and Thiago started to think about Crystal Realms. In this world, the magic was being generated from crystals, which inspired the company idea alongside the whole concept of magic and mages.
As the project was being developed, the story was getting richer, bigger and more complex. To a point where the only logical solution would be to separate the game into a trilogy.
At that time, with new game ideas arising and the crystals being a recurring idea on the stories, icons, and interfaces, the name Crystal Realms seemed like a perfect fit.
Soon they realized that the project scope was too big to be made with a team of two persons and decided to go to a new direction.
About Green Madness
In mid-2013 Francisco brought a new concept to the team and so was born Green Madness. A 2D Shooter Arena with the pacing and theme of an Action Horror.
The game is set on a place filled with madness, where the chaos is growing and a lot of strange things are happening. Skeletons are rising from their graves, mummies are leaving their Toombs, werewolves are howling to the moon and the vampires are waking from their sleep.
The story revolves around two great friends, Green the human and Oz the little devil, trying to save the world in a fun Action Horror Story.
After a few months of developing Green Madness on Construct 2, Crystal Realms Started the online beta in Chrome Web Store on May 10 of 2014.
Green Madness was updated for several months and even had a Halloween Event in October. But before the year came to an end, Green Madness would face his biggest challenge. The project had become too complex for Construct 2 to handle, and Crystal Realms had no choice besides freezing the project.
The Comeback of Green Madness
Crystal Realms passed the next years studying and developing other prototypes, and in 2017 Green Madness would see his comeback with a new engine, Game Maker Studio 1.
This new version was developed for around 6 months, reaching almost the same state as the original version. This work brought a few new features to the game and Crystal Realms had time to test and improve the design of the game.
By that time, Green Madness was put and approved through the process of Steam Greenlight.
Advancing on the project it was clear that Game Maker Studio 1 contained certain bugs that undermined the Crystal Realms plan of launching Green Madness on Consoles and Mobiles. With that in mind, Crystal Realms decided to freeze the project again, and a new engine needed to be found.
After a few tests with Unreal Engine 4, the production of Green madness would start again.
Crystal Realms developed this version as the main project for three months until they realized that they lacked some knowledge and devoted their efforts to acquire that knowledge.
Green Madness is currently being developed as a secondary project.